As it stands now on XB NA, imperial city is forgotten. What was once the most well designed, engaging, and complex battlefield to utilize in PvP has become a barren wasteland where the only PVP combat is fighting a flag flipping boss-farming zerg on the pins, or killing the occasional lone ganker. Apart from the vendor changes (largely irrelevant), it has been a very long time since imperial city has seen any actual updates or new incentives added to it. That's why I'd like to propose the following;
Make Imperial city a separate instance from cyrodil that can be directly queued into.
If the Imperial city zones from each campaign were able to be queued directly into from outside the campaign, the population would rise exponentially for numerous reasons.
- People do not like to ride their horses all the way from their alliance's respective keeps to the sewer entrances. Being able to enter on demand would immediately raise the population.
- Having this ease of accessibility, the population in cyrodil could be mitigated slightly which should reduce lag in the population-heavy keep fights.
- People would queue in just to experiment with a new zone that is "separate" from cyrodil (as many players outside of the PvP scene shudder at the thought of even entering open world PvP)
- New and old pvpers who are seeking instant gratification will queue in just to experience PvP without having to spend massive amounts of time riding their horses, seeking out fights that are few and far between.
- These new instances can offer new incentives, drawing in new players from all different areas of the game.
Add new incentives
In addition to changing the way you enter imperial city, I'd also suggest that each of the three piece weapon sets (agility, willpower, endurance) have their gold jewelry added to the game. This jewelry should be obtainable only as a extremely rare (significantly more so than the purple variants) drop from the respective treasure vault chests. With the majority of the current population in IC being there simply to farm bosses for tel var, having a new incentive added to obtaining key fragments would cause many to enter for reasons separate from tel var farming, which would be beneficial to maintaining a healthy population across all districts and the sewers.
I'd also recommend adding some sort of new untradeable collectibles as purchasable rewards for tel var. The xivkyn polymorphs are excellent and are still a goal for many; but with imperial city being out for several years now, it is time for a class of rewards to be added that those seeking something unique and un-purchasable. The obvious things that come to mind would be dyes (more desirable now with the new outfit system), emotes, momentos, and perhaps a new elite-tier polymorph (UNTRADEABLE MOLAG KENA POLYMORPH FOR 1 MILL TEL VAR PLEASE). By creating new rewards that are untradeable, many people will be enter IC who would not have previously. This will be very beneficial to the population.
To create a healthy, medium scale pvp environment: Limit the group size to between 8 and 12 players
Finally, limit the group size you can have within imperial city to between 8 and 12. As I stated earlier, cyrodil is designed with large fights (24-50v24-50v24-50) in mind. Battlegrounds, while very enjoyable and well balanced now that they are no cp, cater towards 4 man groups specifically. Having imperial city's groups limited to 8-12 players maximum would create the missing "scale" of pvp in ESO. Players would be able to build a group composition and coordinate in a larger group (12), while small scale PvPer's would be able to enter with between 2-6 players and not have to deal with the 24v4 scenario's that open world often creates.
@ZOS_GinaBruno @ZOS_RichLambert @ZOS_Wrobel
Please read this and think about it! It is about time a new pvp environment be added to ESO.
@ReactSlower - PC/NA - 2000+ CP
React Faster - XB/NA - 1500+ CP
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